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League of Legends - Piercing Light (Mako Remix)

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Sonnyc
Nominated.
Topic Starter
Diasios
Thank you! <3



Pappy wrote:

I also think that League of Legends should be an artist there. Its not only on these two sites listed by HallidayASR, but also on Spotify. I've seen mapsets disqualified because of one missing capital letter, so why isn't this one an issue?

Anyway, good luck on this map and i hope to see it ranked asap, i love the song and map, thanks dude.:)
Edit: also both itunes and spotify say it's (feat. Mako) instead of (Mako Remix). I'd really recommend asking some more people about it tho

Edit2: So yeah when you download the album from the original website, the artist is League of Legends in file. That should be enough sources, right?
As I said earlier, it doesn't really matter imo, it's not like I'm forgetting someone important or I have the wrong source/artist, it doesn't make any difference to me since you can say that Riot Games = League of Legends.

Also, as Sergio said:

MrSergio wrote:

How can a game (League of legends) produce music on its own? x)
The artist is the people involved in making the track, hence the staff of Riot Games.
Myxo
I like the mapping style, but there are some issues that need to be adressed imo:

[General]

The hitsound volume bothers me, it's consistent throughout the whole song even though it gets significantly louder throughout. At the beginning the hitsounds are way too noisy, at the end they could be a little bit louder than they are. Would be nice if you can make a progression of volume here.

You need to find a way to silence the slider ticks. If you don't want to get rid of the silenced sliderslides, atleast use green lines to reduce the ticks' volumes drastically, because they sound really noisy at the moment and most of them don't land on any beats in the song. This applies to:
> 00:37:048 (1) - on Cyllinus's (maybe this one could be resolved by ending the slider at 00:37:408 - )
> The entirety of Bronze and Silver.

The mapset's coherency is kinda ruined by the unthemed guest difficulties, since your mapping style is so themed, but whatever.

[Challenger]

00:37:888 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7) - In this section, the rhythm is questionable as the 3/4-sounds are sometimes ignored and other sounds have been overmapped instead. I get the intention of increasing density throughout the map but here it seems to have increased at the wrong places, especially since notes have been ignored that have been followed before.
(Examples: 00:38:968 - ignored, 00:39:088 (5) - overmapped, 00:40:888 - ignored, 00:41:008 (5) - overmapped, etc)

00:53:248 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7) - The 1/4-patterns in this section are very questionable, too. The circle patterns are very hard to play and they don't fit into the progression of the map, because it seems like the difficulty is supposed to increase consistantly, so why is this section more difficult than anything until 01:54:688 - ? Moreover, the rhythms are overmapped even though the music is still pretty similar to the previous section. I'd recommend to remap this section more closely to the previous one, just increasing the intensity a little bit.

02:16:168 (2,3,4,5,6,7,8,1,2,3) - 02:31:528 (2,3,4,5,6,7,8,1,2,3) - Those patterns play super unintuitively. Even though the aesthetics and structure are similar to other 1/4-patterns around here, the flow is completely different. They can't be played with circular movement, because the spacings are way too big for that, so instead the players need to snap to these circles, which is much more intuitive with zig-zag-movement (as it has been used throughout the rest of the kiais) than with these hexagon-movements.
Obviously they aren't supposed to play smoothly, but I still think they are way too much of a difficulty-spike and contrast the rest of the map way too much, even though the song isn't significantly different here to call for such a pattern. A pattern with sharper angles, like on the Master difficulty, would improve this a lot imo.

02:40:288 (1,2) - Weird to decision to follow those sounds, as you've ignored them during the spinner where they were still more intense. Ending the spinner at the white tick, and having a single circle at the end, like on the Gold difficulty, would fit the music better here. Same applies for the Master difficulty.

[Silver]

There are a lot of sections on this difficulty that feel disconnected from the song, because you decide to simplify the rhythm to follow white ticks entirely, while the music has the strong beats on the 3/4-rhythms throughout the song. It might seem easier to play than using more complicated rhythms, however in reality it will throw people off because the rhythm isn't really connected with the song:

00:07:168 (1,2,1,2,1,2,1,2) - This section feels fine, because the slider heads and tails are mapped to beats in the song, however you really need to reduce the volume of the slider ticks as I already mentioned in General.

00:22:528 (1,2,3,4,1,2,1,2,3,4,1,2) - This section doesn't feel fine, however. There are no instruments besides the 3/4-rhythms and the strings, so it would feel much better to actually follow that. What about rhythms like this http://puu.sh/u1O55/d540fdc035.jpg or http://puu.sh/u1O66/4efa6d1d12.jpg ? 00:35:968 (2) - is fine imo because it creates a proper transition to the next section, leaving a little break, and it follows the strings.

00:37:888 (1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,5,6,1,2,3,4) - Same applies to those sections. I would recommend to increase density gradually while following the background and strings properly.

01:08:608 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This is good!

01:23:968 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This feels alright, because the music is already hinting at the beat that will exist soon, that makes mapping on white ticks fitting. However, it would still feel a little bit better to have these rhythms instead: http://puu.sh/u1One/2f62b9e084.jpg

Rest of the map feels fine, however it is ironic you chose to follow only the 3/4-instruments in the chorus, even though there is an actual beat present, while you ignored them before, lol.

[Bronze]

I love how the density progresses in this difficulty, from very low to relatively high! However, it's sad that you chose to follow the imaginary white tick notes again up until 01:08:608 - , because the rest of the map is really well made rhythmically.

The problem are these 2/1-circle patterns 00:15:808 (1,2,3) - 00:23:488 (1,2,3,1,2) - 00:31:168 (1,2,3) - etc, because every circle on beat 3 doesn't follow a note in the music. Actually the solutions I suggest would be:
> 00:07:168 (1,1,2,3,1) - Since you have such an extremely low density in this section anyway, maybe you could keep the rhythm completely at 4/1? Which would mean deleting the circles on beat 3.
> 00:23:488 (1,2,3,1,2,3,1,2,3,1,1,2,3,1,1,2,3,1,1,2,3,4,1,1,2,3) - For these sections, having these rhythms http://puu.sh/u1P4c/d033bbd15e.jpg would work well, aka moving the circles from beat 3 to the previous red tick. They are slightly more complicated, but fit to the song (and the mapping of the higher difficulties) much better. It would be a good idea to introduce these rhythms with sliders first, in case you apply them.
Topic Starter
Diasios

Desperate-kun wrote:

I like the mapping style, but there are some issues that need to be adressed imo:

[General]

The hitsound volume bothers me, it's consistent throughout the whole song even though it gets significantly louder throughout. At the beginning the hitsounds are way too noisy, at the end they could be a little bit louder than they are. Would be nice if you can make a progression of volume here. Done, I think it's ok now.

You need to find a way to silence the slider ticks. If you don't want to get rid of the silenced sliderslides, atleast use green lines to reduce the ticks' volumes drastically, because they sound really noisy at the moment and most of them don't land on any beats in the song. This applies to:
> 00:37:048 (1) - on Cyllinus's (maybe this one could be resolved by ending the slider at 00:37:408 - )
> The entirety of Bronze and Silver. Added 3 new normal-sliderticks! (don't know if I should increase/decrease the volume a bit more though, seems fine for me)

The mapset's coherency is kinda ruined by the unthemed guest difficulties, since your mapping style is so themed, but whatever. The reason why I decided to have guest difficulties is to let people that didn't like my "2013 mapping style" play those difficulties and stop complaing.

[Challenger]

00:37:888 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7) - In this section, the rhythm is questionable as the 3/4-sounds are sometimes ignored and other sounds have been overmapped instead. I get the intention of increasing density throughout the map but here it seems to have increased at the wrong places, especially since notes have been ignored that have been followed before.
(Examples: 00:38:968 - ignored, 00:39:088 (5) - overmapped, 00:40:888 - ignored, 00:41:008 (5) - overmapped, etc) Moved those (5) 1/4 back, should be fine now.

00:53:248 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7) - The 1/4-patterns in this section are very questionable, too. The circle patterns are very hard to play and they don't fit into the progression of the map, because it seems like the difficulty is supposed to increase consistantly, so why is this section more difficult than anything until 01:54:688 - ? Moreover, the rhythms are overmapped even though the music is still pretty similar to the previous section. I'd recommend to remap this section more closely to the previous one, just increasing the intensity a little bit. I like this, sure this part is harder but that's what I was looking for, this is the hard part of the slower and easier part, don't know if you get what I'm saying. It's nice to have an increasing difficulty thoughout the entire difficulty (like I did in Bronze, and I tried to do the same in all diffs) but here I wanted to also have difficulty spikes in order to make the difficulty overall more fun. And for me this is good "overmapping", the song itself is so repeating and these kind of patterns are a must if you want to not bore the player imo, and it's not like I did crazy 1/8 patterns or anything like that, this for me is fine and enjoyable. I could add some 1/4 repeating sliders to make these patterns easier like I did in Master but I don't want to, if people find those patterns too hard then they have to practice and get better aim/play Master instead.

02:16:168 (2,3,4,5,6,7,8,1,2,3) - 02:31:528 (2,3,4,5,6,7,8,1,2,3) - Those patterns play super unintuitively. Even though the aesthetics and structure are similar to other 1/4-patterns around here, the flow is completely different. They can't be played with circular movement, because the spacings are way too big for that, so instead the players need to snap to these circles, which is much more intuitive with zig-zag-movement (as it has been used throughout the rest of the kiais) than with these hexagon-movements.
Obviously they aren't supposed to play smoothly, but I still think they are way too much of a difficulty-spike and contrast the rest of the map way too much, even though the song isn't significantly different here to call for such a pattern. A pattern with sharper angles, like on the Master difficulty, would improve this a lot imo. As I said earlier, if people find those patterns too hard then they have to practice and get better aim/play Master instead. These are my favourite patterns and I genuinely love them, there's no way I'm going to make any change here.

02:40:288 (1,2) - Weird to decision to follow those sounds, as you've ignored them during the spinner where they were still more intense. Ending the spinner at the white tick, and having a single circle at the end, like on the Gold difficulty, would fit the music better here. Same applies for the Master difficulty. This is a "backstab". Some people when they arrive at the end of a map (with a FC hopefully) and see a spinner they just focus entirely on spinning with all their might in order to make more points. Well, usually they get distracted from everything else and this is my way to say "got you nerd ( ͡° ͜ʖ ͡°)".

[Silver]

There are a lot of sections on this difficulty that feel disconnected from the song, because you decide to simplify the rhythm to follow white ticks entirely, while the music has the strong beats on the 3/4-rhythms throughout the song. It might seem easier to play than using more complicated rhythms, however in reality it will throw people off because the rhythm isn't really connected with the song:

00:07:168 (1,2,1,2,1,2,1,2) - This section feels fine, because the slider heads and tails are mapped to beats in the song, however you really need to reduce the volume of the slider ticks as I already mentioned in General.

00:22:528 (1,2,3,4,1,2,1,2,3,4,1,2) - This section doesn't feel fine, however. There are no instruments besides the 3/4-rhythms and the strings, so it would feel much better to actually follow that. What about rhythms like this http://puu.sh/u1O55/d540fdc035.jpg or http://puu.sh/u1O66/4efa6d1d12.jpg ? 00:35:968 (2) - is fine imo because it creates a proper transition to the next section, leaving a little break, and it follows the strings. Remapped those parts a bit.

00:37:888 (1,2,3,4,1,2,3,1,2,3,4,1,2,3,1,2,3,4,1,2,3,4,5,6,1,2,3,4) - Same applies to those sections. I would recommend to increase density gradually while following the background and strings properly. ^

01:08:608 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This is good!

01:23:968 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) - This feels alright, because the music is already hinting at the beat that will exist soon, that makes mapping on white ticks fitting. However, it would still feel a little bit better to have these rhythms instead: http://puu.sh/u1One/2f62b9e084.jpg Ok, done!

Rest of the map feels fine, however it is ironic you chose to follow only the 3/4-instruments in the chorus, even though there is an actual beat present, while you ignored them before, lol. what can I say, I'm weird lol.

[Bronze]

I love how the density progresses in this difficulty, from very low to relatively high! However, it's sad that you chose to follow the imaginary white tick notes again up until 01:08:608 - , because the rest of the map is really well made rhythmically.

The problem are these 2/1-circle patterns 00:15:808 (1,2,3) - 00:23:488 (1,2,3,1,2) - 00:31:168 (1,2,3) - etc, because every circle on beat 3 doesn't follow a note in the music. Actually the solutions I suggest would be:
> 00:07:168 (1,1,2,3,1) - Since you have such an extremely low density in this section anyway, maybe you could keep the rhythm completely at 4/1? Which would mean deleting the circles on beat 3.
> 00:23:488 (1,2,3,1,2,3,1,2,3,1,1,2,3,1,1,2,3,1,1,2,3,4,1,1,2,3) - For these sections, having these rhythms http://puu.sh/u1P4c/d033bbd15e.jpg would work well, aka moving the circles from beat 3 to the previous red tick. They are slightly more complicated, but fit to the song (and the mapping of the higher difficulties) much better. It would be a good idea to introduce these rhythms with sliders first, in case you apply them. Alright, should be fine now!

Thank you so much for your mod, once this beatmap gets dq'ed I'll upload the map! <3
_handholding

Pappy wrote:

Edit2: So yeah when you download the album from the original website, the artist is League of Legends in file. That should be enough sources, right?

MrSergio wrote:

How can a game (League of legends) produce music on its own? x)
The artist is the people involved in making the track, hence the staff of Riot Games.
If you had no idea of the artist this would make sense but when the original source has League of Legends as it's artist then why use anything else? I Don't understand why you would choose not use what's in the original source just because of what Sergio said a long time ago. You could think harder about it and that the artists of the song don't necessarily work for riot games and were temporarily employed, it happens often with game developers since they aren't making music and want one off pieces but this would be digressing

Here is the source

http://oce.leagueoflegends.com/en/site/warsongs/

and this is what it says within the album
alacat
As request for fix them
Topic Starter
Diasios
Thank you alacat :)

Also as you can see I changed the artist (for the 3rd time if I'm not mistaken), I hope everything's fine now.
nextplay
[Silver]
(this is just a quick looking Mod)

This diff has some DS issues fix them
Set all Green Linies to 1,0x
00:39:808 (3) - The Reverse is not following anything. Make an another Slider or make the Slider like https://osu.ppy.sh/ss/7322629
00:41:728 (1) - ^ but make the Slider like https://osu.ppy.sh/ss/7322638 and add an another Slider
00:49:408 (1) - ^ https://osu.ppy.sh/ss/7322646
01:27:808 (1,2) - Blanket
01:29:728 (4,5) - ^
01:47:968 (3,2) - Ctrl+g? (Both)
01:54:688 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This Complete Section is too hard for player on this Level. Add Sliders or Remap the Section

This difficulty feels like it has a Old Style and simple Copypasted. Sorry to say that.

Anyways Good Luck for Re-Qualification~
Topic Starter
Diasios

nextplay wrote:

[Silver]
(this is just a quick looking Mod)

This diff has some DS issues fix them Pretty sure I've already explained my thoughts in previous posts about DS and copypaste, this difficulty is fine, you're just not used to see this mapping style.
Set all Green Linies to 1,0x Why? Not necessary.
00:39:808 (3) - The Reverse is not following anything. Make an another Slider or make the Slider like https://osu.ppy.sh/ss/7322629
00:41:728 (1) - ^ but make the Slider like https://osu.ppy.sh/ss/7322638 and add an another Slider
00:49:408 (1) - ^ https://osu.ppy.sh/ss/7322646 No to all of these suggestions, I've already changed this part a little and I want some sort of rhythm variation since this part is really monotonous.
01:27:808 (1,2) - Blanket uh... sure, fixed.
01:29:728 (4,5) - ^
01:47:968 (3,2) - Ctrl+g? (Both) I don't like it.
01:54:688 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This Complete Section is too hard for player on this Level. Add Sliders or Remap the Section This is fine, no need to remap.

This difficulty feels like it has a Old Style and it's simple Copypasted. Sorry to say that. You know, sometimes old things are the best things.

Anyways Good Luck for Re-Qualification~

Thank you.
nextplay

Diasios wrote:

nextplay wrote:

[Silver]

This difficulty feels like it has a Old Style and it's simple Copypasted. Sorry to say that. You know, sometimes old things are the best things.
I know c:
Sonnyc
seems normal-slidertick2 isn't used

also normal-slidertick1 and 3 has an amount of a delay so you'll want to replace it to http://puu.sh/w49Ke/d5c8cbab39.wav
Topic Starter
Diasios
All fixed, thank you!
Sonnyc
Nominated.
Seijiro
I don't play LoL, I swear I'm innocent
_handholding
T
Doomsday is Bad
just a few quick things i noticed, I only really played this and I don't usually mod so sorry if its not very good.

I really dislike this pattern in your challenger diff, 02:16:168 (2,3,4,5,6,7,8,1,2,3) I really think this isn't very readable on the spot (similar ones in other diffs, this could be me being bad tho)

also in Master diff, 02:09:568 (2) I don't think this circle belongs here, there is a slight tick i hear in 25% speed, but in 100% speed its inaudible.

the rest seem quite alright.
7ambda

Doomsday is Bad wrote:

I really dislike this pattern in your challenger diff, 02:16:168 (2,3,4,5,6,7,8,1,2,3) I really think this isn't very readable on the spot
It's just a counterclockwise hexagon. I don't see what's unreadable about that.
Speed of Snail
As one of the few people with a logged play on Challenger (not sure why there's so few)

I don't understand the majority of the map, especially this pattern at
01:23:968 (1,2,3,4) - Since it's completely ignoring the dominant rhythm of the song, I can't even tell what these are mapped to.

Additionally I get that the music picks up, but the bass at
00:53:608 (2,3,4,5,6) - And it's subsequent patterns, verges on inaudible, on sightread I thought it was mapped to nothing at all.

I actually find the patterns themselves pretty fun to play, but I don't get how this is mapped to the song, most of the patterns feel like they completely ignore rhythm in the first place.


Also for Doomsday is Bad's point, I played this a couple times in multi with some friends, and every single one died on that pattern during a sightread, so calling it a sightread killer is pretty fair.
Renumi

TheOnlyLeon wrote:

I actually find the patterns themselves pretty fun to play, but I don't get how this is mapped to the song, most of the patterns feel like they completely ignore rhythm in the first place.
+1 (but not the play part cause bad lmao)
[Nemesis]
02:34:648 (7) - inconsequency in hitsounding (challenger diff)
Doomsday is Bad

F1r3tar wrote:

Doomsday is Bad wrote:

I really dislike this pattern in your challenger diff, 02:16:168 (2,3,4,5,6,7,8,1,2,3) I really think this isn't very readable on the spot
It's just a counterclockwise hexagon. I don't see what's unreadable about that.

"(similar ones in other diffs, this could be me being bad tho)"
Topic Starter
Diasios
Thank you Sergio <3



Kisses wrote:

Honestly, for the life of me, I can't tell what you're following in the song with the rhythms and patterns you've chosen

edit: I'm talking about the kiai It's such a basic rhythm, what's so hard to understand?

Doomsday is Bad wrote:

I really dislike this pattern in your challenger diff, 02:16:168 (2,3,4,5,6,7,8,1,2,3) I really think this isn't very readable on the spot (similar ones in other diffs, this could be me being bad tho) I love this pattern and I'm not going to change it, sorry.

also in Master diff, 02:09:568 (2) I don't think this circle belongs here, there is a slight tick i hear in 25% speed, but in 100% speed its inaudible. I want that circle, imo having only one repeating slider is boring so that circle helps making this part a tiny bit harder/interesting.

TheOnlyLeon wrote:

I don't understand the majority of the map, especially this pattern at
01:23:968 (1,2,3,4) - Since it's completely ignoring the dominant rhythm of the song, I can't even tell what these are mapped to. What?
Since when you have to follow the dominant rhythm of the song? You can map to whatever rhythm you feel like as long it makes sense (and to me it does) and it's fun to play.


Additionally I get that the music picks up, but the bass at
00:53:608 (2,3,4,5,6) - And it's subsequent patterns, verges on inaudible, on sightread I thought it was mapped to nothing at all. Yo,
to me this is good, I don't understand what is wrong.

[Nemesis] wrote:

02:34:648 (7) - inconsequency in hitsounding (challenger diff) Uh, this circle is missing a whistle for some reason, my bad. If this beatmap gets disqualifed again I'll fix it, it's such a minor issue anyway, you almost don't notice it. (I wonder if any QATs could fix this fast without the need for a disqualification :thinking:)


Allow me to say one more thing, I've probably already said something like this months ago but whatever, I don't remember and I'm too lazy to check. Also apologies in advance for the shitty english, I suck.

Please accept the fact that there are different approaches to mapping. For example you may like mapping following only the main rhythm of the song, following mostly the vocals, doing both or trying something new, maybe following a "non existing rhythm". You may like jump patterns, symmetry, flow, consistency, triangles, squares, hexagons, whateverthefuck.

Let mappers be creative and free to map how they feel like without imposing what you like or what you seek in a beatmap. Setting a quality bar is ok as long it still allows creativity and different mapping styles to exist within the game.

You find some patterns to be too hard for you? Play lower difficulties or get good.
You don't like the mapping style? Play the guest difficulties if there are any.
The rhythm for you is too weird and you don't understand it? Restart if you miss or watch/learn the map in the editor.
Still not happy? Make your own version of the beatmap the way you want it to be or just move on and play another one, there's plenty of choice in this game.

It's ok to suggest improvements for the beatmap to the mapper as long you don't start being arrogant/rude and they're free to say no and refuse any kind of changes. Remember, you are not better than others and others are not better than you; you can't "command" someone to do what you think is right if they don't agree and you have to accept and respect their decision... well, if there's some logic behind it.

If I can give an advice to all mappers it would be map for yourself and not for others. You can't please everyone in this world so why even bother? As long as you're satisfied of your work be proud of yourself and of what you managed to do. Focus on having fun and don't let people stress you for no reason, if you want to improve just keep mapping, with time you'll be better.

tl;dr
don't be an elitist bitch



Now, back to my map.

I'm happy with it, if you don't like it as much as I do I'm sorry. I doubt I'll make any more changes regarding the rhythm, for me everything's fine.

Also if you are wondering about the fact that this beatmap does not deserve the qualified status, well, 1 year ago I asked a QAT to check quickly this map and to give me his opinion about it (I asked Bakari) because people kept saying that the mapping style was bad and stuff like that, he said "From a quick look at the difficulties things seem quite fine. They're repetitive, indeed, but so is the song."
Shiirn
ahahah are you fucking kidding me how much of a fucking tool can you be
you can at least try to explain how you are breaking up a repetitive track that has a 4-measure structure by subtly changing the rhythm in the fourth iteration of each repeat, but no you're just saying "isn't this shit obvious" which the obvious answer is no it is not because nobody generally maps variations like this anymore.

You could have explained pretty much your entire mapping philosophy simply by explaining this right here above ^ but instead you chose to be a snobbish dick. You can't just walk around and expect everyone to just accept your choices without explaining why you made them. If you can't articulate your reasoning, then you have failed as a mapper, not the observers.


This is before we get into your hilarious rendition of the chorus, which is honestly kind of embarassing, you're not even new comboing correctly or consistently.

You seem to completely forget the "4th iteration is the special one" patterning you have earlier, 02:11:488 (7,8) - using this, 02:13:408 (7,8) - , 02:15:328 (7) -, and 02:17:248 (2,3) - completely interchangeably to represent the same measure swing, but completely ignoring any opportunity to have them consistently represent pitch or tone: they are variation for the sake of variation, not for the sake of fitting the music or style you've maintained. This is bad mapping by definition. You are to represent the music or interpret it, not ignore it.

Nevermind the inconsistent setups you use with 02:10:048 (1,2,3,4,5,6) - , 02:11:968 (1,2,3,4,5,6) - , 02:13:888 (1,2,3,4,5) - . Note that since these are consistent with the second repetition of the 4-measure pattern, it's clear that you did this kind of thing on purpose, but it still makes no sense on an individual scale.

The second half of your chorus completely throws consistency out the window and has wildly varying rhythms for the exact same repetitive tune. Subtle variations and changes in patterning are fucking great - wildly varying rhythms and patterns just come across as hilariously inept and lacking in skill.



Look, I can understand the frustration of having to explain things that you may find completely obvious. I was, and am, an old mapper as well. But there are modern innovations and progress being made that you're just throwing out without bothering to look at to see that "hey, maybe not all of it is shit". And you certainly don't ingratiate yourself by completely dismissing every comment and turning it into a personal attack, when it's not. People aren't out to get you. They are trying to improve your map in their own ways, and only an elitist bitch would think they're trying to "bring you down".
Mir
I have some concerns about the topdiff of this mapset.

Disclaimer: My intent is not to destroy, discredit, undermine, defame, slander, or demotivate you or this map, and definitely not to force my opinion on you. All I would like to hear is a valid, clear explanation backed up by the song itself and the concepts of the map.
[Challenger]
- 00:53:608 (2,3,4,5,6) - I'm having a very hard time understanding how these notes relate to the song, they don't appear in it and the song doesn't really hint at their existence either. To me they sound completely additive and imo unfitting to the section especially when the intensity of the song is comparable to 00:45:568 - with the exception of the slight raise in pitch of the violin. That slight raise of pitch doesn't really hint at using spaced 1/4 patterns to notes that are not present in the song. Now I know you're going to say that you already replied to this, but here is what I think about your reply.

Diasos wrote:

I like this, sure this part is harder but that's what I was looking for, this is the hard part of the slower and easier part, don't know if you get what I'm saying. It's nice to have an increasing difficulty thoughout the entire difficulty (like I did in Bronze, and I tried to do the same in all diffs) but here I wanted to also have difficulty spikes in order to make the difficulty overall more fun. And for me this is good "overmapping", the song itself is so repeating and these kind of patterns are a must if you want to not bore the player imo, and it's not like I did crazy 1/8 patterns or anything like that, this for me is fine and enjoyable. I could add some 1/4 repeating sliders to make these patterns easier like I did in Master but I don't want to, if people find those patterns too hard then they have to practice and get better aim/play Master instead.
The hard part of the slower and easier part seems to be harder than the beginning of the more intense build-up section 01:08:608 - which is quite a contrast between what the song is doing and what the map is doing. This poses an issue regarding the proper representation of a song's intensity as per the Ranking Criteria Guidelines:

Ranking Criteria wrote:

Avoid unjustified spikes in difficulty. Difficulty should be representative of the song's intensity.
If you wanted "increasing difficulty throughout the entire difficulty" then the buildup would have to be even more overmapped to compensate, but since it isn't, 00:53:248 - seems like a very high difficulty spike when compared to the section right after it.

If the song is repeating then the map could also repeat, and avoid varying itself drastically but rather use slight variations in patterning and placement which more than sufficient to keep the player interested. Putting in 1/4 patterns that are not really supported by the song makes it difficult for the players to understand your map and to form a connection between it and the song.

"This for me is fine and enjoyable," I don't mean to be rude, but I have a hard time believing a 200k player can play these patterns well enough to make a judgment about how well they play. Even for people who are much better than I am at this game, these patterns seem to raise quite a few questions about their playability, reading the concerns voiced above.

"If people find those patterns too hard then they have to practice and get better aim/play Master instead" this is far from the problem. The problem is not players are too bad, the problem is it has issues accurately expressing the song's changing intensity. This is why they feel unnatural and difficult to play. The patterns themselves have nothing to do with why they feel awkward.

- 02:16:168 (2,3,4,5,6,7,8,1,2,3) - Playability of these aside these are also massive difficulty spikes that don't really present themselves in the song. The song itself relies on powerful impact beats, which implies emphasis should logically (both to mappers and to players) be on those beats - namely, the white ticks. However, in these patterns emphasis on the white ticks is ignored 02:16:288 (3,7) - and instead replaced with a rotating 1/4 hexagonal pattern which, when 02:17:008 (1,2,3) - is introduced, plays very questionably due to the change in snapping but lack of change in distance. Not everything is easy to read with approach circles, especially at the speed you force the player to reach with the 1/4 just prior to this. Reading this change is very unintuitive as well with the omission of any related pattern with this concept anywhere previously in the map leading to this introduction being totally unexpected.

Your reply to this was:

Diasios wrote:

As I said earlier, if people find those patterns too hard then they have to practice and get better aim/play Master instead. These are my favourite patterns and I genuinely love them, there's no way I'm going to make any change here.
and

Diasios wrote:

It's such a basic rhythm, what's so hard to understand?
I understand you may like the patterns and that players need to "git gud" to play these, but my concern lies with their relevance and place in the overall map. They are very out-of-place as no 1/1 gap with the same spacing as 1/4 gap was ever introduced before the kiai which automatically makes it questionable. Not only that, but the fact that the 1/4 mapped isn't present in the song to begin with already makes the pattern feel awkward to play, and then adding on this 1/1 spacing being the same as 1/4 gimmick makes it even more awkward.

I don't actually see any reasoning other than "it's the player's fault for not being good" and "it's my style so I'm keeping it" both of which are heavily subjective and lack support from the map's relevance to the song. Prioritizing song expression is number one for me, personally (it may not be for you) which means these reasons do not strike me as valid.

Diasios wrote:

1 year ago I asked a QAT to check quickly this map and to give me his opinion about it
Standards from 1 year ago are already outdated, unfortunately. Mapping changes quite quickly.

These are my two biggest concerns with the topdiff and I strongly urge you to rethink the usage of these patterns. I do not intend to hurt this map or the way it's done, but the intensity you mapped in some areas doesn't fit with the intensity of the song - and the introduction of 02:16:768 (7,8,1,2,3) - so late into the map is quite unintuitive when the map could have used the concept earlier so that the player would expect it.

On a side-note:

Diasios wrote:

tl;dr
don't be an elitist bitch

You find some patterns to be too hard for you? Play lower difficulties or get good.
You don't like the mapping style? Play the guest difficulties if there are any.
The rhythm for you is too weird and you don't understand it? Restart if you miss or watch/learn the map in the editor.
Still not happy? Make your own version of the beatmap the way you want it to be or just move on and play another one, there's plenty of choice in this game.

Nobody was really being elitist, they were merely asking for an explanation and voicing their concerns. Nobody said anything the map is doing was wrong. Responding to perceived elitism with more elitism isn't the right way to go imo.
_handholding
T
Pituophis
.
Frostium
it's fun, but i find it very hard to understand what you are following in your map. you are supposed to follow the song. it just seems like a lot of objects mapped to inaudible or nonexistent sounds, when you should map sounds that are prominent. you are going completely against the song.
Topic Starter
Diasios
Shiirn, dude, you're the elitist I don't want people to be. You are so arrogant, like wtf how did I trigger you so much? I'm sorry, I guess?

Shiirn wrote:

ahahah are you fucking kidding me how much of a fucking tool can you be :'(

If you can't articulate your reasoning, then you have failed as a mapper, not the observers. Not necessarly, maybe I don't care that much about technicisms and I feel like people should not get obsessed over them. For me a "basic/simple" rhythm is mapping to white/blue/red ticks, that's it. This is a 120 bpm song, the rhythm is repetitive and I wanted to make things different. You may not like it but I do. A good mapper does not need to talk big, he just needs to make an enjoyable beatmap for himself and other people (not all people, there will always be some that won't like something you do).

This is before we get into your hilarious rendition of the chorus, which is honestly kind of embarassing, you're not even new comboing correctly or consistently.
That's your opinion, I respect it (sort of) but I don't agree with it. As I said, you may not like it but I do.

Subtle variations and changes in patterning are fucking great - wildly varying rhythms and patterns just come across as hilariously inept and lacking in skill. I don't agree, imo you don't have to follow the same rhythm over and over again, you are free to do whatever you want as long there's some logic behind it. The track is repetitive and I mapped differently to add variations, you think I changed the rhythm too much? I don't think so, for me it's still easy to understand.

there are modern innovations and progress being made that you're just throwing out without bothering to look at to see that That's not true, I always read and take into consideration everything, then I decide what to do. I just like the way I map and I don't see all this innovation and progress. I don't know, I feel like in this game there is some kind of "dictatorship", like all the "great" mappers and modders act like "yo dude do as we say or gtfo, we are right you are wrong", just accept different mapping styles already.


Mir wrote:

00:53:608 (2,3,4,5,6) - *lots of words I'm avoiding to put because I don't want to make this post too long* You can divide this diff in 3 parts: 1) start - 01:08:488 // 2) 01:08:488 - 02:09:568 // 3) 02:09:568 - end. Each part gets harder over time. It's not really a "crescendo" of difficulty, I know that the end of the first part is kinda harder than start of the second part, I could remove this 00:53:848 (4) circle or just stack all of them to make the pattern easier but I honestly don't want to, for me that part is fine.

02:16:168 (2,3,4,5,6,7,8,1,2,3) - *same as above* Maaan alright, you won. I guess I could remove the first jump 02:15:808 (1,2) and change this pattern slightly (moving the (2) where the (7) is and making this part 02:17:008 (1,2,3) more "jumpy"? I don't know.)
Also

Mir wrote:

Diasios wrote:

tl;dr
don't be an elitist bitch

You find some patterns to be too hard for you? Play lower difficulties or get good.
You don't like the mapping style? Play the guest difficulties if there are any.
The rhythm for you is too weird and you don't understand it? Restart if you miss or watch/learn the map in the editor.
Still not happy? Make your own version of the beatmap the way you want it to be or just move on and play another one, there's plenty of choice in this game.
Nobody was really being elitist, they were merely asking for an explanation and voicing their concerns. Nobody said anything the map is doing was wrong. Responding to perceived elitism with more elitism isn't the right way to go imo. How is that elitism? Maybe I'm blind or broken in the head (most likely) but all I wanted to say is that for me BNs/QATs should be more permissive, as I said earlier setting a quality bar is ok as long as it still allows creativity and different mapping styles to exist within the game. You all seem to like generic/bland stuff and you are convinced that there's only 1 way to map. I didn't perceive good criticism most of the time, only whining. I mean look at the previous posts, you know what I mean, right? Some people are assholes.


If you feel this map is bad and does not deserve the qualify/ranked status disqualify it, I'll probably just fix those two things Mir and [Nemesis] said and if it's still not enough I'll move on with my life, leaving this beatmap in the graveyard. I don't want to stress myself that much and change my own ideas to please people in a videogame, so do whatever you feel is correct.
Doyak
Since you're willing to fix some things, there you go. Seems some other discussions are still going on too, so good luck on finding agreements.
Pachiru
I wanted to say is that for me BNs/QATs should be more permissive, as I said earlier setting a quality bar is ok as long as it still allows creativity and different mapping styles to exist within the game. You all seem to like generic/bland stuff and you are convinced that there's only 1 way to map
I kinda agree with that point to be honest;
Miura
hello

Challenger

  1. 00:23:848 (5,6) - Since this pattern seems to be representing the string sliding sound, I don't think it should be repeating here 00:27:688 (5,6) - where that same sound doesn't exist. Also it seems that further down the song you choose to not use this type of pattern or something similar for this string sound which i think would've been pretty cool.

  2. 00:37:888 - This section seems to follow some sort of 1/1 beat that doesn't appear in the song through objects like this 00:38:368 (3,4) - on white ticks along with this 00:38:728 (4) - which aren't supported by any sounds whatsoever. I think keeping the rhythm similar to what was before would remain more true to the song.

  3. 00:41:248 (6) - I think throwing the first strong beat on a sliderend would be a little bit lacking in emphasis, you could keep it on a circle like before or find another way to keep it on a clickable object if you want some variation.

  4. 00:53:728 (3,4) - The song doesn't have sounds supporting these notes and i can't understand why is this slider here 00:54:088 (6) - on a blue tick when there's no sound there. I think it would make a lot more sense here 00:53:968 (5) - .

  5. 01:23:968 - This entire section appears to be mapped over a "made up" 1/1 beat that doesn't actually exist in the music, since it is the remains the same as in here 01:08:608 - .

  6. 01:40:768 (5,6) - Why do you choose do have a jump in this section when in the stronger section 01:25:408 (1) - you had sliders? makes more sense to swap them around since the jump provides more emphasis to the other section.

  7. 02:10:528 (3) - and 02:14:848 (5) - have a strong synth sound on the blue tick, i see no reason for it to be represented with a sliderend which doesn't emphasize it properly imo.

  8. 02:16:168 (2,3,5,7,8,2,3) - These are the only notes in the hexagonal pattern that have an actual part of the music representing them, the rest do not exist in the song.

  9. 02:26:248 (5) - This slider here completly ignores the 1/1 beat/kick on the white tick while also leaving the main synth on a sliderend, a 1/2 slider with a circle on the blue tick for example would at least acknowledge both.
Most of the things i pointed out repeat themselves often throughout the map so I only referenced them once.

It seems you're trying to make the map evolve as it progresses in order to combat the repetitiveness of the song, but I don't think adding elements to it that don't exist in the music is the right way to go about it.
Topic Starter
Diasios
Alright, I changed a couple of things in both Master and Challenger.

• I pretty much "remapped" the first part of the map, removing a lot of circles here and there.
• These two patterns 02:15:808 (1,2,3,4,5,6,7,8,1,2,3) // 02:31:168 (1,2,3,4,5,6,7,8,1,2,3) are now easier/more intuitive to play. (I also changed slightly some sliders before and after)
• I rechecked hitsounds, they should now be consistent.

Why I decided to make these changes now after people kept repeating to make them ages ago? Because I'm tired of people saying that the rhythm I used is bad and stuff like that and I'm tired of repeating my reasonings over and over again. You won, you're right, I'm wrong. All I know is that I'm never going to map something again with the intention of getting it ranked.



Also sorry Miura, I noticed your mod only when I was about to make this post.

Miura wrote:

hello

Challenger

[*]01:40:768 (5,6) - Why do you choose do have a jump in this section when in the stronger section 01:25:408 (1) - you had sliders? makes more sense to swap them around since the jump provides more emphasis to the other section. Doesn't make that much of a difference to me, a jump adds just as much "emphasis" as a slower slider.
Why I skipped everything else? Because your suggestions are related to the rhythm I used when placing objests. (I believe I "followed" the first part of the mod regarless my own way)

Miura wrote:

It seems you're trying to make the map evolve as it progresses in order to combat the repetitiveness of the song, but I don't think adding elements to it that don't exist in the music is the right way to go about it. And that's where I don't agree, as long as you don't add them in a stupid way it's completely fine. Thanks for the mod.

I will not make any more changes to object placement/rhythm, maybe I will change slightly more this part 00:37:888-00:53:248 but nothing else.
Pachiru
The artist is League of Legends? Why not Riot Games or the original artist of the song?
Sorry if it have been explain before!
Topic Starter
Diasios

Pachiru wrote:

The artist is League of Legends? Why not Riot Games or the original artist of the song?
Sorry if it have been explain before!
Already discussed before, check page 7/8.


Kisses wrote:

Pappy wrote:

Edit2: So yeah when you download the album from the original website, the artist is League of Legends in file. That should be enough sources, right?

MrSergio wrote:

How can a game (League of legends) produce music on its own? x)
The artist is the people involved in making the track, hence the staff of Riot Games.
If you had no idea of the artist this would make sense but when the original source has League of Legends as it's artist then why use anything else? I Don't understand why you would choose not use what's in the original source just because of what Sergio said a long time ago. You could think harder about it and that the artists of the song don't necessarily work for riot games and were temporarily employed, it happens often with game developers since they aren't making music and want one off pieces but this would be digressing

Here is the source

http://oce.leagueoflegends.com/en/site/warsongs/

and this is what it says within the album
Pachiru
Okay, my bad, sorry for the bothering, and good luck for ranking ;)
Stefan
Contributing Artist =/= actual artist

It's rather someone who's for publishing the album of the songs but it's definitely not the creator of a track, unless they're also mentioned as album artist.
Clappy
Challenger diff:

I was shocked to see this get unqualified, even though I'm tardy to the party. This is fire in my opinion. I sorta see what you were going for with stuff like 01:03:448 (3,4,5) - It's almost like you were using over mapping for emphasis (something I saw in a pishi video).
However having a slider end on a prominent sound does kinda ruin it. Now I'm not a good mapper but you're definitely onto something here in the challenger diff.
Altering your timeline at 01:03:448 (3,4,5) to something like this would fix the slew of criticisms you've received above while still maintaining the difficulty increase you wanted to implement. Couple that in with some creative momentum changes and that should fix this particular section of the song.
Last resort if you dislike the changes I suggested above, I'd torrent Logic, Vegas Pro, or some other studio grade audio editing software and put sounds in the mp3 and dont make it sound out of place. (Hint: dont put osu hitsounds in the mp3).


02:07:168 (1,2,3,4,5,6,7,8) - Reverse the flow of this octagon because the song is building up REALLY intensely so the pattern is justified but just a bitch to play. Reversing it gives players a chance to snap more comfortably.


02:16:168 (2,3,4,5,6,7,8,9) - BOOOOOOOOOOOOOOOOOOOOY that octagon is too big. This type of circular flow at this CS and speed is asking for shit misses that will piss most people off lol, but I understand this too you wanted to make it all circles and keep that as a part of the pattern, but emphasis is lost on the white ticks. Simple, space the white ticks and leave rest small as fuck. Or you could make it more Zig-Zaggy too, like a Z-shape or something. Something that emphasizes white ticks with spacing and the rest with minimal, don't copy my shit pattern you're better than me.

Also implement the momentum changes in a more structured way. Stuff like 02:14:848 (5,6,7) & 02:22:528 (5,6,7) REALLY stick out but the song is the same in these sections so make more zig-zag patterns like 02:10:528 (3,4,5,6) to keep the sections consistent.

Hope this helps bro, keep at it bro, this is mad close to being ranked. Chase your dreams bro o/


Edit: 01:30:448 (3,4,5,6) - this needs to be a quad with a slider at the end of it same with 01:38:128 (3,4,5,6). This is primarily a Quad and double's map bro.

Edit 2: In case you wanna see my changes - https://www.dropbox.com/s/u1y8x3fn809as ... 9.osz?dl=0
Joe Castle
Cmon man! You can rank this! Please :D
lolman533
music is amazing beatmaps are... meh
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